In this update, you'll see some changes aimed at normalizing how certain types of skills work. Skills that tether players together now apply Revealed to provide a stronger window of opportunity to players who can successfully land them. Skills and traits that previously granted pulsing stability now grant a block of stability up front in order better allow for counterplay through boon removal. Finally, we are increasing the casting time of many skills that apply effects like daze or stun in order to give the player on the receiving end of these skills time to react and defend.

The line of foods that provided bonus damage while moving has been dominating consumable use for all power-based builds. In addition to being significantly more powerful than other foods designed to boost power damage, the "wiggle" strategy to maintain uptime on its effect has a negative impact on the health of the game (and its players). For these reasons, food that increases outgoing damage while moving has had its efficacy reduced by 50%. This affects the following items and their respective feasts:

In this iteration, there have been a couple of reworks for less-used utility skills and a couple of general quality-of-life changes. In PvP, we'll be looking to slow down the elementalist's defensive capability so that it has a few more openings for opponents to pressure them.

Obsidian Flesh: The duration of this ability has been reduced from 4 seconds to 3 seconds in PvP only.

"Wash the Pain Away!": The cooldown of this ability has been increased from 20 seconds to 25 seconds in PvP only.

Arcane Power: The effects of this skill now apply to up to 4 other nearby allies within a range of 240. In addition to its previous effects, each stack of this effect now gives 75 ferocity at level 80.

Most of the time, engineers were taking turret skills and never deploying the turret because the Tool Belt skill was too important to be overridden by the detonate turret skill. In this update we are moving the detonate skill to be the flip-over for the turret itself so that the Tool Belt skill is always available even if you deploy the turret. Because many of the overcharge skills weren't very tactical and much easier to just press on cooldown, we've changed these skills to automatically activate the moment the turret is placed instead. Since this means a turret can only be overcharged once per deployment, we've reduced the recharge of a few turrets to compensate.

Med Pack Drop: This skill will now remove all (14) conditions for up to 5 allies upon impact.

Bulwark Gyro: The cooldown of this skill has been increased from 20 seconds to 25 seconds in PvP only.

Purge Gyro: The cooldown of this skill has been increased from 20 seconds to 25 seconds in PvP only.

Turrets: Turrets no longer need to be overcharged. Summoning a turret will automatically overcharge it once.

Detonate Turret: This skill has been moved off of the Tool Belt skill. It is now the flip skill for the associated turret.

Thumper Turret: Reduced recharge to 40 seconds. Overcharge attack now launches foes straight up instead of out of the turret's attack range.

Healing Turret: Fixed a bug that caused this turret to show a water combo field when none was present.

In this update, we're rolling out new attacks for more phantasm skills and looking at enhancements to power-based shatter builds, which have fallen out of favor recently.

Tides of Time: The casting time of this skill has been increased from 0.5 seconds to 0.75 seconds.

Well of Precognition: The casting time of this skill has been reduced from 0.75 seconds to 0.5 seconds.

Continuum Split: The cooldown of this skill has been increased from 90 seconds to 105 seconds in PvP only.

Phantasmal Berserker: This skill now fires a boomerang projectile that inflicts 3 stacks of vulnerability for 3 seconds in addition to summoning a phantasm.

Phantasmal Swordsman: This skill now performs a sword strike in front of the player when summoning the phantasm. If the sword strike hits, you and all Swordsmen currently summoned gain 8 might for 10 seconds.

Phantasmal Warden: This skill now throws an illusionary axe at the target, which immobilizes for 2 seconds in addition to summoning a phantasm.

Phantasmal Rogue: This skill now performs an attack that applies 1 stack of confusion and 5 stacks of vulnerability for 5 seconds in addition to summoning a phantasm.

Phantasmal Whaler: This skill now fires Siren's Call projectiles at 3 nearby foes in addition to summoning a phantasm.

Phantasmal Mariner: This skill now performs an Evasive Strike in addition to summoning a phantasm.

Our biggest focus in this iteration for necromancers was that of Epidemic, in that its impact is too instant in most PvP scenarios, as well as its heavy toll on our servers. Secondarily, we've long felt that the Plague elite was lackluster and was in need of a rework. In addition to a variety of weapon-based quality-of-life changes, we're excited to see how the skill changes fare over time.

"Rise!": The cooldown of this skill has been increased from 40 seconds to 60 seconds in PvP only.

Tainted Shackles: This skill will now apply 5 seconds of Revealed to enemies the first time it successfully hits.

Infusing Terror (Reaper Shroud): This skill no longer pulses stability but instead grants 3 stacks for 6 seconds upon activating it. The active form of this skill now reduces incoming physical and condition damage by 20% for its duration.

Plague (Elite): This skill has been reworked and has been renamed to Plaguelands.

Plaguelands: This skill creates a 240-radius corrupted area at the necromancer's initial location for 10 seconds. After 1 second, it pulses damage and conditions in that area for 9 seconds. Each pulse applies a new condition, and each pulse applies all conditions from every pulse before it. Conditions applied (in order) are: bleeding, poison, torment, vulnerability, cripple, weakness, blind, chill, and burning. Recharge is set to 120 seconds.

Epidemic: This ability now fires slow-arcing projectiles from its initial target to up to 5 targets in range. Foes hit by the projectiles gain all conditions from the original Epidemic target. Projectile strikes are unblockable but cannot critically hit. Increased radius to 900.

Ghastly Claws: This skill now deals 1% more damage per stack of vulnerability on the target.

Unholy Feast: This skill no longer applies retaliation. It now invokes a secondary AoE strike against foes below 25% health. Fixed skill-fact bugs that showed range instead of radius and did not display the correct number of boons converted.

Life Siphon: Gains 20% increased healing if cast while you are bleeding. Deals 20% more damage to bleeding foes.

Dark Pact: Increased damage by 20%. Now inflicts 2 stacks of bleeding on you for 10 seconds.

Spiteful Spirit: Updated this trait to clarify that it is no longer casting Unholy Feast.

Chilling Victory: The cooldown of this trait has been increased from 1 second to 2 seconds in PvP only.

Plague Sending: The cooldown of this trait has been increased from 30 seconds to 40 seconds in PvP only.

Chilling Nova: The damage of this trait has been reduced by 33% in PvP only.

Condition rangers have been pretty potent largely on the strength of torch skills and Quick Draw. We'd like to preserve the tactical play of Quick Draw, so we're nicking bits of burn duration from torch skills at this time. While we're at it, we've taken the opportunity to revisit a few older weapon traits for short bow, axe, and sword to grant them a bit more synergy with the core weapon skill function.

Lunar Impact: The amount this skill scales with healing power has been reduced by 20% in PvP only.

"We Heal as One!": Shared regeneration duration has been reduced from 5 seconds to 3 seconds in PvP only.

"Strength of the Pack!": This skill has been reworked and no longer pulses boons on the ranger. When cast, this skill will now apply 10 stacks of stability for 8 seconds, along with 12 seconds of fury and 12 seconds of swiftness.

Some of the core trait lines of revenant have been lacking in either synergy or uniqueness. In particular, the Mallyx legend and the associated corruption trait line aren't up to snuff. Further exacerbating this, there's a lack of synergy from other trait lines. As a result, we've reworked and tuned up some of the traits in the invocation and corruption lines to offer more to condition-centric revenants. Additionally, we've selected a few places to make small effects on condition-applying skills. Lastly, we're also reworking the Ventari Tablet's energy expulsion to give it a stronger place in large group support.

Misery Swipe: Torment duration has been increased from 4 seconds to 5 seconds.

Anguish Swipe: Torment duration has been increased from 4 seconds to 5 seconds.

Manifest Toxin: The number of poison stacks applied has been increased from 1 to 2.

Echoing Eruption: This skill is no longer able to multistrike targets. Torment duration has been increased from 6 seconds to 10 seconds. Torment stacks applied have been increased from 3 to 5. This skill will no longer automatically track the revenant's target and will instead fire the skill forward.

Frigid Blitz: This skill now applies the slow condition for 2 seconds in addition to its other effects. The cooldown of this skill has been reduced from 12 seconds to 10 seconds.

Temporal Rift: In addition to its current effects, this skill now applies 3 stacks of confusion for 8 seconds to enemies that are currently using a skill when struck by it.

Energy Expulsion: Reduced cost to 10 energy. This skill now consumes all remaining energy when cast and removes a condition from up to 5 nearby allies for every 10 energy consumed (including the casting cost).

The Daredevil staff functions as a fairly strong AoE weapon, but core thief lacks good ways to deal with large groups, so in this update we're tuning up the short bow to be a stronger ranged AoE weapon. Additionally, we're making a small change to Unload to make it more effective as a damage tool when you can ensure that your target will stand still. Finally, we're also looking at updates to the Deadly Arts line that emphasize poison use to help establish more defined ways to play based on the traits that you select.

Pulmonary Impact: The damage of this effect has been reduced by 15% in PvP only.

Channeled Vigor: Endurance per tick has been reduced from 20 to 15 in PvP only.

Palm Strike: This skill now applies two instances of Pulmonary Impact on a successful hit.

Vault: The initiative of this skill has been increased from 5 to 6 in PvP only.

Body Shot: This skill has been unsplit and now applies immobilize for 1.5 seconds in all game modes.

For the warrior in this update, we're looking to tone down some overperforming elements and tune up some underperforming ones. Berserker skills such as Arc Divider and Headbutt were providing too much power for their casting time, while Smash Brawler was just providing too much power overall. In terms of effects, we're looking at tuning up axe skills and their synergy with other weapons. The Axe Mastery trait has been changed to be friendlier to builds that don't use axes in both hands, and several axe skills have been tuned up to provide more consistent damage during combat.

Shield Bash: The initial casting time of this skill has been increased, moving the skill from 0.5 seconds to 0.75 seconds total.

Arc Divider: The casting time of this skill has been increased by 0.25 seconds.

Skull Grinder: The damage of this skill has been reduced by 33%. Bleeding has been reduced from 4 stacks for 8 seconds to 3 stacks for 6 seconds. The blast finisher on this skill has been removed. All changes apply to PvP only.

Head Butt: The casting time of this skill has been increased from 0.5 seconds to 0.75 seconds. Distance traveled has been increased from 300 to 400.

Healing Signet: The passive healing from this skill has been reduced by 10% in PvP only.

Endure Pain: In PvP only, the cooldown of this skill has been decreased from 60 seconds to 30 seconds, and the active up-time has been decreased from 4 seconds to 2 seconds.

Cyclone Axe: Now grants 2 seconds of fury per hit in addition to its previous effects. Increased vulnerability applied per hit from 2 to 3 stacks. Updated skill fact to show vulnerability applied per hit rather than total vulnerability for both hits.